Okay, instancing worked, but recently I found specific model from Y-Universe combomod: its vms library contains 6150 meshes) And I was instancing by a model, not by a vmesh. One more task to complete cuz that single model is drawn 150 times slower than whole system.

Trying to match freelancer's illumination idea. However currently:- attenuation (inverse square or whatever square) has not been implemented yet. The Prenta from Omicron Alpha must be greenish all over surface.- problems with "details" on planets. Currently I get planets either overbright, either overdark, no idea how to mix those dm, dm0, dm1 correctly so i just multiplied them with output by sqrt(2).- strange Ac parameter that makes final result wrong in various systems. Commenting it fixed everything. May be it's used in sphere models exclusively...- stupid transparency. Need sorting, rendering as is now.

Blending starspheres is fine this time. I was getting absolute colors, too, but no idea what been changed to fix it. BlendState Starsphere does all job. Starchart with now Librelancer helped a LOT to dig those "shaders", and GLSL HLSL are alike.

Win-release: missing sdl2.dll and customized ciumgui.dll for the sake of SystemViewer (reports that igBuildFontAtlas function cannot be found).

Wrong. ok I got it. Both libraries are there, in x64 folder, but I had to copy them to the root of Librelancer for unknown reason. However, cimgui.dll crashes this way: https://i.imgur.com/YKmRAzD.png

(Alright, all libraries from x64 should have been copied to the root. Fixed! Looks like that's my own problem with dlls resolving, never mind)

Librelancer.Launcher works fine (after installed sdl2 manually). Small report regarding things that actually exists in the engine:- A/D strafe are flipped! A moves to the right, D to the left.- Player is spawn on entering new system right behind a gate. Wish move him about +2000m forward and left. Sort of like in the game.- Selected tradelane is not reflected in Selected Object line(previous printed selection remains).

I'll be releasing a point release shortly which will fix a couple of issues that came up (namely me forgetting that SystemViewer needs the x64/x86 boilerplate too). The build will be very similar to the current daily, but the crashing should be a bit more graceful than what it has been in past.

@Schmackbolzen: Given the nature of the collada spec and the fact I have no idea how to work a modelling program, YMMV. It only does geometry for the moment and attempts to create a default material/texture library for the geometry if you let it.

A few people are successfully using the collada importer/exporter in discovery to work with Blender. The output apparently at least opens in all major modelling packages, though importing into LancerEdit you may have to play with your software's export settings until it works.

So in general is it possible to map all the properties of a 3db/cmp to collada format (lets assume this direction for simplicity) or is there stuff which is not possible to convert, because the format does not support it?

I've had to make all parts as Fix as I don't think that quite maps to the collada spec. So basically just the part stuff and the hardpoint data doesn't carry over. The part/hardpoint editors are reasonably streamlined to help deal with this, though it seems I still have a couple more bugs to work out in them.

*The DAE export options I use are the default ones (triangulating on export works flawlessly, although mirrored meshes might be better off getting triangulated BEFORE applying the mirror, to keep consistent shading on the tris). I do click on the "sort by object name" option, to make multi-part CMP's have their parts be sorted by name upon export.

2.) create MAT file (a new method I use is to set Lanceredit to create materials embedded in the CMP, then just grab them and move them to a separate MAT).

@eigos: Thanks for the elaborate explanation! I'll give this to our modders so they can try it out

For me personally the collada export is helping since I can test out some ideas I had for making old modes look better. Also I was thinking to develop better export and import tools (also open source), since the current ones are not that great. Seems like this might not be necessary, though.